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Hash, Inc. - Animation:Master

jakerupert

Craftsman/Mentor
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Posts posted by jakerupert

  1. I must say, now with your postproduction improvements you are really making a big leap from

    an average (sorry, don`t take it wrong, just lighting) 3D look to a really profesional 3 d short film look.

     

    So it will add a lot to a potential succsess of your promo-clip.

  2. so coming back to my question from above:

     

    It would be interesting to know, if some of the most common riggs are better suited for gameexport then others.

    Maybe, that`s were the simple rig or 2008 rig have great advantages compared to the TSM and squetch rigg?

     

     

    if I understand that right, the fewer bones and constraints a rigg has the (ligther) better it will be suited for export to

    a gameengine, right?

    For humans, that would favor the light rigg, I guess?

  3. >DirectX > Fragmotion (quite inexpensive, well known in the game-industry) > Milkshape (free) > FBX... that is the possible pipeline...

     

    See you

     

     

     

     

    One other question. Do the exported x.files do have similar problems with fivepointers and hooks like the holes in the objexport

    and do you have to rework that in fragmotion or milkshape?

     

    > Milkshape (free)

     

  4. I will experiment with the milkshape-pipeline and

     

    Paul you answered:

     

    >It is along time since I tried Cinema 4D but checking the Unity website confirms that it still supported, though C4D 10 has a problematic exporter.

    See the bottom of this page for file compatibility and a link to a work around for C4D 10:

     

    but

     

    Is there a special plugin because C4D wonnt recognize and open it or is milkshape the only (lowcost) way?

  5. So far as I understand it, the only way to get motion out of AM that you can use in a gameengine, is the x.exporter, right?

     

    But many gameengines like unity can`t import that.

     

    (The new great pointlevelfeature is for movies only)

     

    I don`t know, what the genesis act. and .av avatar files are doing, but it seems, that gameengines like unity cant use them as well.

     

    So does it make sense to ask for a featurerequest fbx- or collada- or maybe even just BVH export?

     

    Are one of these even doable by one man like Steffen in a reasonable amount of time?

     

    I think AM could then be a great tool for creating also animated gamecontent.

  6. Hi Chronos,

     

    Your still around?

     

     

    How do I get the x files into the unity gameengine?

     

     

     

     

     

     

    >AMXtext Dowload Link - 100% legal

    http://www.patchwork3d.de/html/englisch/pr...kat=9&mid=1

     

     

    AMXtext = A:M X-Exporter = DirectX .X model exporter for Animation:Master

     

     

    .x file format is a popular 3D GAME MODEL FORMAT to Game Engines and Game Development tools

     

    like

     

    DARK BASIC PRO

    http://www.thegamecreators.com/?m=view_product&id=2000

     

    BLITZ 3D

    http://www.blitzbasic.com/

     

    3d game studio

    http://www.3dgamestudio.com/

     

    Torque 3D

    http://www.torquepowered.com/

     

    Unity

    http://unity3d.com/

  7. second trick: select the fivepoints, hide the rest, select the fivepoints a new and in most cases the fivepointpatch-tool turns active.

    (Edit:Just read, that you already know that trick....)

     

    if everything fails, try disconnecting and reconnect some of the cps a new, could help also. Maybe restarting the program could help also.

     

    (also sometimes you have to flip normals to make the patch show, if you have "showbackfacing polygons" turned off)

     

     

    >What makes an invalid 5 point patch?

     

    Sometimes I found, when I try a few times to select the cps in different orders, once in a while the patch tool will suddenly work.

  8. Hi Jason,

     

    So when this solution is restricted to one computer now, where`s the advantage gone (Working on one maincomputer and rendering on other older ones by simply switching the CD), that the old CD-solution hold compared to the websubscription?

     

    Its a pity, but this makes me hesitate upgrading to 16 for the time being.

    (Yes , I know that there`s the new netrender now and with two ort three websubscriptions you get similar power, but then you still have that expiration thing and as fast as I am working, I prefer consistency in my software.)

     

    I will wait paitently for a CD like usb-dongle version.

  9. Talking abouzt your mother in law I presume.

     

    I am suffering some heft quarrels with one as well right now, so I know, what you are talking about.

  10. QUOTE

     

    >

     

    Well, you could always experiment yourself.

     

     

     

    Don`t take me wrong, my remark was not meant as a kind critic or demand from you to add these things.

    We are all very gratefull, you gave us that fantastic rig as it is for free!

  11. Very nice!

     

     

    Maybe I would add some blending from the colors of ocean and background from the opening to the boatscene,

    like the morning slowly downing.

     

    A pity theres no foam with the oceanrig yet.

    That would make it perfect for me.

     

    Probably experimenting with materialeffectors and wake materials/maps would add too much additional work to your project

    for the time being...

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